Spell Mobility: Good point. Thanks for the answer.
Staff Sweep: It took me awhile to find the Constitution reference—it’s in the Weapon Group table, PH p77. Aha.
Staff wizards turned up under “Implement Mastery”, the
staff of defense option PH p 77. OK. I see where this is coming from now.
I don’t buy high attribute scores as any sort of balance mechanism. In my experience, a high attribute restriction just delays the breaking of the game until some PC gets the required stat.
I just don’t see any reason to peg the Constitution requirement higher than 15 at Paragon tier. A 15 certainly seems to be the number for non-key ability scores (like Constitution for a Wizard).
The key possible dealbreaker here, as far as I can see, is the Seize the Moment feat (Paragon tier), which combines with Staff Sweep feat very efficiently (maybe too efficiently?). Hope the Sweep tests out OK.
Anyhow, I applaud your effort to add staff feats; I think they’re needed.
((Even though Combat Advantage is one of the most common bonuses, I don’t have a real handle at this point on how much it actually comes up in general play. In local play, it has come up rarely, mainly as a result of flanking or special condition results. It’s possible we are just missing opportunities; we’re fairly new to the system. We’re just about done with
Shadowfell and the PCs are 3rd-4th level. I’m thinking that scales to about 2nd level in earlier editions.))
Momentum Fighter: No joke. Possibly ignorance; not all us have been on this forum as long as you have, nor are we all at the same place in the learning curve. Never heard of the frosty Rogue combo, maybe you could suggest a link?
I think you underestimate the drag the “damage thing” puts on the feat. Under normal circumstances, I would expect the feat to be disrupted between a third and half the time before the player can benefit from it, assuming opposition strength similar to what we’ve hit in the published adventure. Note the disrupting damage can come from any source. Also anything that prevents you from using your standard action every round for an attack also disrupts this. You can get by once by using an action point for an attack, but my expectation is that the momentum will likely be short-lived.
I thought a trigger condition that required an initial hit seemed fair. Hmmm, maybe multiple melee attacks per round are more common than I thought.
Dire Impact: Yep, you called it. Missed the crit requirement. At this point I have no strong opinion on this one, one way or the other.
Re PvP: Hardly unknown territory. The PCs vs. themselves as a finale fight has been a cliché for years. With the game getting closer to WoW and other massive online games, this is territory that will be further explored, and I’m thinking sooner rather than later. I'd throw PvP into the balance blender pretty quick.
Focused: Sorry, not mine. I thought it was way too powerful, too. I suggested something significantly different, and it’s possible a naming similarity caused the disconnect. I’ll reword mine and see if that helps the confusion.
Odd Interest (Heroic)
Prerequisites: Int 13
Benefit: Choose a skill for which you have no racial trait bonus. You gain a +2 feat bonus to checks with that skill. You can take this feat more than once. Each time you take this feat, choose a different skill.
Special: This feat can combine with Skill Focus to create a +5 feat bonus to a skill check. This feat can combine with the Jack of All Trades feat to create a +4 feat bonus to a skill check.
This newest configuration speaks to several issues.
Adding an Intelligence requisite: This appeals to me on the basis of making Int not so much of a dumping stat. Hence, an attribute bar low enough that someone can get in with a non-key Intelligence score.
Second, to allow any player to hit the same system limits that a race trait bonus allows, provided the player is willing to put enough effort into it. I think a feat is fair, though I expect most players would take Skill Training and Skill Focus feats before this one. I think it’s thematic that even with Jack of All Trades, Jack still falls a point short of mastery (ie Training), so it works out there pretty well, too, IMO.
Since you are a little behind, you can use these to help catch up.
Subtle Serpent (Heroic)
Prerequisites: Con 13, Int 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the necrotic or poison keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Mentalist (Heroic)
Prerequisites: Int 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fear or psychic keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Kineticist (Heroic)
Prerequisites: Int 13, Con 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the force keyword.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Have fun with them.